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Dunabar

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Dunabar last won the day on March 31

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  1. It's one way of looking at it, there is just a lot of variables because (again looking at the US Military) even a Bolt-Action Rifle could be a Designated Marksmen Rifle. But, in the end it's every country and every person's own take on what it is as we've all established. Though if we all want a serious headache, we can debate the terms of a Battle Rifle or a Personal Defense Weapon.
  2. Sure it does, just need to find the right holster. Though fun fact; the RSh-12 has been spotted in the datamined files and well..It's a Handcannon from Russia. But, like anything datamined, it's a matter of; is it true or a ultimately scrapped weapon?
  3. Yeah always nice to have more variety. Though this is one point where I think a slightly higher TTK would actually benefit the game.
  4. Gotcha. Yeah the U.S has it's own take on what a DMR is, the Russians have their take on it, clearly the Germans have their take, and we all get to bask in a headache of ree over it . I cannot speak for the Russians on what their take on a DMR is. But, in the U.S Military, a DMR is a weapon that is being used at a Squad Level to effectively engage targets out to distances that standard Rifles have trouble reaching. The DMR is of course used by the Squad's Designated Marksmen who is usually the best shooter of the Squad. I may be wrong on this of course as I've never been in the Armed Forces myself.
  5. I did some research and found that a Level 2 Ballistic helmet can stop a .357 Magnum JSP (Soft point), but a JSP is not a FMJ. So, I will go ahead and update that part of the post.
  6. I should probably add the German flag and German/American mentions in my I.D markings. I always have trouble with these kind of hybrid national weapons. Take the SCAR-SC and SCAR-H for example. The SCAR-H is technically Belgian, but the SCAR-SC concept was American based. But, the SCAR-SC is a scaled down SCAR which originated in Belgium. Yet the first SCAR-SC originated in America (I think)...(Insert hair pulling here) DMR is a pretty debated term as to what is & isn't classed as a DMR. You will usually (Not always) see DMRs being weapons that use a full powered caliber of ammunition (7.62x51 NATO being a full powered caliber for example.) If the MCX-Spear used that caliber (which it can) then I would have classed it as a Battle Rifle as Battle Rifles typically use a full powered caliber of ammunition. Assault Rifles however, they typically use intermediate calibers like 5.56x45, 5.45x39, and 7.62×39mm. The MCX-Spear is able to fire 6.8x51 Sig, 6.5 Creedmoor, and 7.62x51 NATO. The 6.8x51 Sig however, seems to be pitched as being classed as a hybrid intermediate caliber as the Spear's main aim is to replace the M16/M4 family of Rifles (which as we know fires the intermediate 5.56x45 ammunition.) With the right setup/usage though, the Spear could serve in a DMR role, but the same could be said for a M4 as well. It's a lot technical twists, turns, and everything in between. Ultimately I think it's a case of a weapon that skirts that line between Assault Rifles & Battle Rifles just enough to still be an Assault Rifle. But, still leave room to be argued that it's a Battle Rifle (which a Battle Rifle is just a bigger Assault Rifle.)
  7. Hey Folks Time to talk Assault Rifles again and this time around I felt I would cover another "newer" Assault Rifle currently in the World. But, not just any Assault Rifle, but one of the two most likely Assault Rifles to replace the current M4 in the United States Military. Of the top two that have the highest chances of replacing the venerable M4, this particular one rates the highest in my book as it's designers are also developing it's partner in the field, the American () M68 which is designed to replace the M249 SAW, and a .338 Norma Magnum GPMG currently named the MG-338 to replace the M240 unofficially. Today we knock out the third round of Assault Rifles with the MCX-Spear. If you wish to read other Suggestion posts I have made, click the link below. Otherwise, lets get started with the MCX-Spear ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The MCX-Spear - Real life information behind the MCX-Spear Section 2 - Favored Playstyle & Stat Comparisons - Comparing stats between current in-game ARs and suggested ARs with the MCX-Spear Section 3 - Special Features - Special features I think the MCX-Spear should have Section 4 - Customization - Customization options I think the MCX-Spear should have ---- Section 1 - The MCX-Spear The MCX-Spear Introduction & Demonstration Videos of the MCX-Spear. MCX-Spear - MIL-SPEC MONKEY (MCX-Spear talk starts at 11:20) MCX-Spear - Gear Scout Extra Information sources MCX-Spear - Modern Firearms MCX-Spear - TFB MCX-Spear - Sig Sauer The MCX-Spear (or simply "Spear") is Sig Sauer's entry into the U.S Army's Next Generation Squad Weapon - Rifle (NGSW-R) Program, featuring the 6.8x51mm Sig hybrid cartridge (the same round as the American () M68) that attempts to bridge the gap between 5.56 & 7.62 ammunition. Though the MCX-Spear is also able to fire 6.5 Creedmoor & 7.62x51 NATO as well when some conversions are made to the weapon itself. But, the main selling point is still the new 6.8x51mm ammunition offered by Sig Sauer which was designed to try to give U.S Infantry overmatch capability over near-peer opponents that they may engage in the future (aka give the U.S Infantry a stronger, deadlier, and all around more effective caliber of ammunition against a Foreign Military Opponent.) Currently however, the MCX-Spear will first need to contend against it's competitors in the NGSW-R program from General Dynamics & Textron till 2022. Then the next major Wall to be scaled over is winning over the NATO nations to make the switch as well to the new caliber as part of NATO's Common Ammunition agreement. Overall this means the MCX-Spear's future is still largely up in the air for awhile to come. So, if the gun was to be added to the game, what playstyle would the gun favor and most importantly where exactly would it stand when compared to generally similar Assault Rifles? ---- Section 2 - Favored Playstyle & Stat Comparisons In terms of playstyle, the MCX-Spear should generally be considered a upper-middle of the road Assault Rifle, that favors experienced players at medium to long range that know how to keep engagements in the weapon's effective reach. However, the weapon's primary weaknesses should be in close range engagements because of a slower rate of fire, moderately high recoil for a non-7.62 caliber Assault Rifle, smaller than average magazine (I will cover this later down in the post), lack of a burst fire mode (self explained even if it will be covered later), and a higher damage drop off at really long ranges. By now I imagine anyone who has read my previous posts knows how this is going to go down between the color codes and the (S) Markings. But, just in case~ (S) - The weapon is one I have suggested but isn't actually in the game currently. Green - The gun is better compared to this weapon's stats on the list. Yellow - The gun is equal or competitive compared to this weapon's stats on the list. Red - The gun is worse compared to this weapon's stats on the list. Please note: I cannot test these stats to confirm balance, so think of these as more of a proposed starting place for testing on the PTE. Also I'm comparing the stats of weapons from a stock design to another stock design without taking customization into consideration. This is primarily because it would take a long time to do and obviously the post would grow substantially larger if I did. MCX-Spear proposed and compared stats. MCX-Spear Effective ranges: 0 - 105m (33 damage.) Damage decreases at 106m - 135m (28 damage) M4 MWS: 0 - 90m (30 damage.) Damage decreases at 91m - 135m (26 damage) AK-15: 0 - 105m (34 damage.) Damage decreases at 106m - 135m (31 damage) VEPR: 0 - 105m (32 damage.) Damage decreases at 106m - 135m (29 damage) MSBS-B: 0 - 30m (36 damage.) Damage decreases at 31m - 135m (24 damage) MSBS-K: 0 - 90m (30 damage.) Damage decreases at 91m - 135m (26 damage) M416: 0 - 90m (30 damage.) Damage decreases at 91m - 135m (26 damage) G36: 0 - 90m (30 damage.) Damage decreases at 91m - 135m (26 damage) Beryl 762: 0 - 105m (34 damage.) Damage decreases at 106m - 135m (31 damage) Alpha: 0 - 105m (34 damage.) Damage decreases at 106m - 135m (31 damage) SA80: 0 - 90m (30 damage.) Damage decreases at 91m - 135m (26 damage) (S) Zastava M17: 0 - 100m (32 damage.) Damage decreases at 101m - 135m (29 damage) (S) QBZ-191: 0 - 95m (34 damage.) Damage decreases at 96m - 135m (28 damage) MCX-Spear Weight: 15.8 M4 MWS: 14.0 AK-15: 16.5 VEPR: 10.7 MSBS-B: 11.5 MSBS-K: 13.5 M416: 16.3 G36: 12.7 Beryl 762: 15.7 Alpha: 13.0 SA80: 15.5 (S) Zastava M17: 15.9 (S) QBZ-191: 15.5 MCX-Spear Recoil: 0.71 M4 MWS: 0.6 AK-15: 0.74 VEPR: 0.71 MSBS-B: 0.74 MSBS-K: 0.71 M416: 0.83 G36: 0.74 Beryl 762: 0.83 Alpha: 0.72 SA80: 0.81 (S) Zastava M17: 0.68 (S) QBZ-191: 0.62 MCX-Spear Spread: 0.28 M4 MWS: 0.3 AK-15: 0.26 VEPR: 0.28 MSBS-B: 0.22 MSBS-K: 0.25 M416: 0.2 G36: 0.28 Beryl 762: 0.3 Alpha: 0.3 SA80: 0.27 (S) Zastava M17: 0.25 (S) QBZ-191: 0.24 MCX-Spear Reload time: 2.4 Seconds M4 MWS: 1.0 Seconds AK-15: 3.1 Seconds VEPR: 4.2 Seconds MSBS-B: 2.7 Seconds MSBS-K: 3.2 Seconds M416: 4.0 Seconds G36: 3.1 Seconds Beryl 762: 3.1 Seconds Alpha: 2.85 Seconds SA80: 3.1 Seconds (S) Zastava M17: 3.0 Seconds (S) QBZ-191: 3.6 Seconds MCX-Spear Rate of Fire: 630 RPMs M4 MWS: 740 RPMs AK-15: 620 RPMs VEPR: 670 RPMs MSBS-B: 621RPMs MSBS-K: 721RPMs M416: 660 RPMs G36: 750 RPMs Beryl 762: 600 RPMs Alpha: 570 RPMs SA80: 940 RPMs (S) Zastava M17: 660 RPMs (S) QBZ-191: 750 RPMs MCX-Spear Caliber: 6.8x51mm M4 MWS: 5,56x45mm AK-15: 7,62x39mm VEPR: 5,45x39mm MSBS-B: .300 Blackout MSBS-K: 5,56x45mm M416: 5,56x45mm G36: 5,56x45mm Beryl 762: 7,62x39mm Alpha: 7,62x39mm SA80: 5,56x45mm (S) Zastava M17: 6,5x39mm (S) QBZ-191: 5.8x45mm MCX-Spear Muzzle Velocity: 890 m/s M4 MWS: 910 m/s AK-15: 720 m/s VEPR: 880 m/s MSBS-B: 675 m/s MSBS-K: 890 m/s M416: 917 m/s G36: 920 m/s Beryl 762: 940 m/s Alpha: 740 m/s SA80: 780 m/s (S) Zastava M17: 800 m/s (S) QBZ-191: 950 m/s MCX-Spear Bullets to Kill: HDPE: 4 / PTLN: 4 / Cer: 5 / STL: 6 M4 MWS: HDPE: 4 / PTLN: 4 / Cer: 6 / STL: 7 AK-15: HDPE: 4 / PTLN: 5 / Cer: 6 / STL: 7 VEPR: HDPE: 4 / PTLN: 5 / Cer: 7 / STL: 8 MSBS-B: HDPE: 4 / PTLN: 5 / Cer: 6 / STL: 8 MSBS-K: HDPE: 4 / PTLN: 4 / Cer: 6 / STL: 7 M416: HDPE: 4 / PTLN: 4 / Cer: 6 / STL: 7 G36: HDPE: 4 / PTLN: 4 / Cer: 6 / STL: 7 Beryl 762: HDPE: 4 / PTLN: 5 / Cer: 6 / STL: 7 Alpha: HDPE: 4 / PTLN: 5 / Cer: 6 / STL: 7 SA80: HDPE: 4 / PTLN: 4 / Cer: 6 / STL: 7 (S) Zastava M17: HDPE: 4 / PTLN: 4 / Cer: 6 / STL: 7 (S) QBZ-191: HDPE: 4 / PTLN: 4 / Cer: 7 / STL: 8 With this out of the way we move on to special features which will be rather short. ---- Section 3 - Special Features No High capacity Magazines - Currently as things stand the real MCX-Spear only has 20 round Magazines. However, I don't see 10 round Magazines or 30 round Magazines being all that much of a engineering challenge to develop for the weapon as 10 rounds fewer or more is very unlikely to put too much of a demand on the weapon. That said though, if the Developers want to play more towards realism & making the Spear more unique by limiting it to 10 & 20 round magazines, then that is an optional path they can take as the real MCX-Spear only has 20 round Magazines currently. No Short Barrel Option - To keep the MCX-Spear in more of that medium - long range effective role, I would limit the weapon to only Medium & Long Barrels. No Burst Fire - The real MCX-Spear lacks a burst fire mode. Changeable Caliber based on Barrel - If we end up being able to change gun calibers in the future, this would definitely be one of those guns that are able to fire multiple calibers. Otherwise this can be ignored entirely and the MCX-Spear should stick to the 6.8x51 Sig Caliber as it's dedicated ammunition type. ---- Section 4 - Customization Now this part will be rather quick since I don't plan to go over stats or anything. Just a quick mention of what the MCX-Spear should & should not have access to (in my opinion) when it comes to customization options. Primary Sights All Sights optional Secondary Sights All Sights optional Barrels Medium Barrel (Stock) Long Barrel Muzzles All Muzzles optional Lower All Lowers optional Side All side mounts optional Magazines 10 Round Magazine 20 Round Magazine (Stock) 30 Round Magazine (Possibly cut out) Ammunition All (Gun) Ammunition Types optional Much like some of the guns I've already suggested before, there really isn't any aftermarket parts for the MCX-Spear currently. But, the MCX-Spear is largely based on the classic M4 platform, so maybe some of the M4, 416, and other general AR type platforms could have their cosmetic options optional on the MCX-Spear if it's added. With all of that out of the way, we bring this post to an end. I hope you like the idea of the MCX-Spear, even if maybe not in the exact same way as I proposed it. This was a rather challenging Assault Rifle to work with, mainly because 1. It's a Prototype still, and 2. There isn't a lot of information out on it currently which is most likely because it's in that development stage where things can change quite a bit. I will likely revisit this post if there is a substantial or more concrete update that is worthy of note. Spoiler alert now however, when I get to round four of Assault Rifles I will be covering the MCX-Spear's most likely closest rival in the current US Army NGSW-R program next time. But, till the next suggestion post... Have a good one folks!
  8. Hey Folks Time for another "Weapons that could enhance WW3" and this time around I figured I would cover one more Revolver before looking into some non-Revolvers. But, importantly I wanted to find something from France as the French currently don't have any weapon representation in the game. Well, what better French "Revolver" than the most highly regarded one around, the MR73? That and I also needed a little break from trying to think up suggestions for the WW3 Metagame...Seriously the WW3 Metagame suggestion stuff is currently kicking my backside...But, anyways! If you wish to read other Suggestion posts I have made, click the link below. Otherwise, lets get started with the MR73 ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The MR73 - Real life information behind the MR73. Section 2 - Favored Playstyle & Stat Comparisons - Comparing stats between current in-game Pistols and suggested Pistols with the MR73. Section 3 - Special Features - Special features I think the MR73 should have. Section 4 - Customization - Customization options I think the MR73 should have. ---- Section 1 - MR73 Introduction & Demonstration Videos of the MR73. MR73 - Forgotten Weapons (Looking for more after some rest) Extra Information sources. MR73 - Modern Firearms MR73 - Wiki The Manurhin MR73 combat revolver was designed by the Manurhin company in 1973 and currently stands as one of, if not the single most highly regarded Revolver in the world. This is do in part to the fact that the company designed the MR73 around a list of demands put forward by GIGN (or maybe the French Gendarmerie.) One of those particular demands was that the gun needed to be able to withstand having 100 or more rounds of full power .357 magnum, fired out of it every day, for the entire life span of the Revolver. This was achieved with the Revolver barrel being created through a cold hammering process which not only gave the barrels much more notable longevity in their use, it also made the Resolver exceedingly more accurate as well, and in GIGN's line of work accuracy is key to getting the job done right. Though the MR73 is primarily seen now as a ceremonial revolver of GIGN, the weapon hasn't actually been officially retired, and given the amount of freedom of weapon choice GIGN operators have...the weapon is very likely to never officially retire till it simply cannot keep up with the times anymore and even at that point the weapon will probably still be held as a ceremonial weapon. So if the gun was to be added to the game, what playstyle would the gun favor, and most importantly where exactly would it stand when compared to the other Handguns? ---- Section 2 - Favored Playstyle & Stat Comparisons In terms of playstyle, the MR73 without a doubt needs to favor players that are precision shooters, not players that like to put large volumes of lead into the air. Featuring high accuracy, damage, and modest recoil. But, at the cost of being slightly heavier than the average pistol (mainly for balance reasons), slightly slower rate of fire than average, and slower than average reload speed. Now, lets move on to comparing possible stats of the MR73 vs. the other Pistols. Any gun with (S) before it's name is a gun I have suggest that isn't actually in the game and like always the color coding works as shown below. Green - The gun is better compared to this weapon's stats on the list. Yellow - The gun is equal or competitive compared to this weapon's stats on the list. Red - The gun is worse compared to this weapon's stats on the list. Please note: I cannot test these stats to confirm balance, so think of these as more of a proposed starting place for testing on the PTE, and I'm comparing the stats of the weapons from a stock design against another stock design without taking customization into consideration. This is primarily to help keep the post small and avoid making a massive amount of variables to take into consideration. MR73 proposed and compared stats. MR73 Effective ranges: 25m (46 damage.) Damage decreases at 26m - 135m (30 damage) G17: 60m (29 damage.) Damage decreases at 75m - 135m (20 damage) Ragun: 60m (29 damage.) Damage decreases at 75m - 135m (20 damage) Lebedev: 60m (31 damage.) Damage decreases at 75m - 135m (27 damage) (S) OTs-38 Stechkin: 15m (36 damage.) Damage decreases at 16m - 135m (18 damage) (S) VP70M: 30m (29 damage.) Damage decreases at 31m - 135m (20 damage) MR73 Weight: 3.10 G17: 1,33 Ragun: 1.55 Lebedev: 2.35 (S) OTs-38 Stechkin: 2.00 (S) VP70M: 1.80 MR73 Recoil: 0.55 G17: 0.95 Ragun: 1.0 Lebedev: 1.1 (S) OTs-38 Stechkin: 0.55 (S) VP70M: 0.75 MR73 Spread: 0.2 G17: 0.3 Ragun: 0.2 Lebedev: 0.25 (S) OTs-38 Stechkin: 0.36 (S) VP70M: 0.3 MR73 Reload time: 3.2 Seconds G17: 2.6 Seconds Ragun: 2.6 Seconds Lebedev: 2.6 Seconds (S) OTs-38 Stechkin: 3.6 Seconds (S) VP70M: 3.6 Seconds MR73 Rate of Fire: Depends on the Shooter G17: 600 Ragun: 600 Lebedev: 600 (S) OTs-38 Stechkin: Depends on the Shooter (S) VP70M: 450 (Semi) / 2000 (Burst) MR73 Caliber: .357 Magnum G17: 9x19mm Parabellum Ragun: 9x19mm Parabellum Lebedev: 9x18mm Makarov (S) OTs-38 Stechkin: 7.62x42mm SP-4 (S) VP70M: 9x19mm Parabellum MR73 Muzzle Velocity: 674 m/s G17: 375 m/s Ragun: 360 m/s Lebedev: 319 m/s (S) OTs-38 Stechkin: 300 m/s (S) VP70M: 274 m/s MR73 Bullets to Kill: HDPE: 3 / PTLN: 4 / Cer: 8 / STL: 12 G17: HDPE: 6 / PTLN: 7 / Cer: 11 / STL: 15 Ragun: HDPE: 6 / PTLN: 7 / Cer: 11 / STL: 15 Lebedev: HDPE: 6 / PTLN: 7 / Cer: 10 / STL: 14 (S) OTs-38 Stechkin: HDPE: 3 / PTLN: 4 / Cer: 8 / STL: 12 (S) VP70M: HDPE: 6 / PTLN: 7 / Cer: 11 / STL: 15 With this out of the way we move on to special features which we have a little to work with. ---- Section 3 - Special Features Short, Medium, & Long Barrel Options - The MR37 should have access to all three types of barrels with the Medium barrel being the Stock barrel. MR73 2.5x Scope - The "Sniper Scope" of the MR73 and it should require the Long Barrel to be attached in order to be equipped. MR73 Bipod - The Bipod of the MR73 and it should require the Long Barrel to be attached in order to be equipped. No Muzzle Options - Self explained and mainly for balance. No "Magazine" Options - It's a Revolver...A Speed Loader maybe, but no increased "magazines." WW3 isn't an Old Cowboy Show/Movie after all. One Hit Headshot (Added suggestion from @nubbits)- If a player is able to land a Headshot against someone with a Level II Helmet or without a Level II helmet, it should result in a instant kill. ---- Section 4 - Customization Now this part will be rather quick since I don't plan to go over stats or anything like that. Just a quick mention of what customization options the MR73 should and should not have access to in my opinion, Primary Sights All Pistol Options Barrels Long Barrel Medium Barrel (Stock) Short Barrel Muzzles None Side All Pistol Options Magazines 6 Rounds Ammunition All (Gun) Ammunition Types optional As for cosmetic bodyparts, maybe some Developer creative made grips. But, it's a Revolver and there isn't really a lot you can do with a Revolver in terms of making it look really unique without performance changes, especially a slightly older revolver like the MR73. And with that this brings the post an end. I hope everyone likes my suggestion for the MR73, or at least the general idea of it even if not exactly what I'm suggesting. I have a feeling the Devs have already looked or possibly added this weapon to their "Secret Developers list of Guns to add." But, all the same I wanted to put it forward "just in case" sort of speak and really France could use a little more representation beyond some Voice. Emblems. & Uniform. Plus the Community really wants a Revolver, this thing would ideally pack a big punch compared to other sidearms, and People can meme with it if they wish to attempt to use it as a Sniper Pistol. Anyways, I'm dog tired and need to get some sleep. After some rest I will look into making fixes, corrections, and all that jazz. For now though, sleeeeep. But, till the next suggestion post... Have a good one folks!
  9. I think of it in reverse. 0.7 as in 0.07 if you will. Where 0.70 is just 0.70. I suspect I need to go in and correct all my posts after I get some sleep in me.
  10. Na, I was going with different. When I see (using the above as an example) 0.7, I don't think of it as 0.70, I just think 0.7. If I meant 0.70, I would type 0.70.
  11. Yeah it's lower than the 0.64 and higher than the 0.8. Unless I'm reading the numbers wrong and 0.8 is actually 0.80 without the 0 listed.
  12. Yup and several of them that are there are pretty poor quality. You also need to be very specific about finding it, otherwise you get a whole bunch of stuff not at all related to the weapon.
  13. Hey Folks So needed to take a bit of a break to relax my gears a bit before I start my next big suggestion series where I will be covering the WW3 Meta game. Before I get into that though, I wanted to do something a little special for my 300th forum post and I figured I would give my 300th forum post to a gun suggestion post since It's what I've done the most. That and I already have the third round of gun suggestions of mine completed. So, we have the 300th suggestion post, for the 3rd round of gun suggestions, 3rd Submachine gun to suggest, and on the 3rd month of the year. A lot of 3s going on here... Anyways! I figured I had not covered a South American country just yet in my recent weapon suggestion posts and I would be nice in keeping my North American biasness in check for once (I know, I'm a horribly bias American), Today I will be covering the Venezuelan prototype Bullpup Submachine gun, the Caribe. One quick thing to note though before we get started- Ignoring the controversial politics surrounding this gun. I'm not going to talk about all the Politics currently revolving around Venezuela or the Caribe SMG itself. This is a gun suggestion post for WW3 and the real life problems of Venezuela are a separate matter from this post. If someone wants to talk about the problems Venezuela is currently facing, here is a link to the off-topic section of the forums. Don't bring Venezuela's political matters to this post, please. If you wish to read other Suggestion posts I have made, click the link below. Otherwise, lets get started with the Caribe. ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The Caribe- Real life information behind the Caribe Section 2 - Favored Playstyle & Stat Comparisons - Comparing stats between current in-game SMGs and suggested SMGs with the Caribe. Section 3 - Special Features - Special features I think the Caribe should have Section 4 - Customization - Customization options I think the Caribe should have ---- Section 1 - The Caribe Introduction & Demonstration Videos of the Caribe. Caribe - Armament Research Caribe - VeneArmy Extra Information sources. Caribe - Gun Wiki Caribe - Armament Research The C-Caribe or CAVIM-Caribe, was first revealed in 2018 when the President of CAVIM (Compañia Anonima Venezolana de Industrias Militares) presented a replica to the General Commander of the Venezuelan Military, Jesús Suárez Chourio. Though little is known currently about the weapon, it features an obvious bullpup design using a hammer fired system, has select fire, fires standard 9x19mm Parabellum ammunition, capable of a fire rate of upwards of 1,200 rounds a minute, only weighs in at 3.42 kilograms or 7.53 pounds, and has a threaded barrel that allows for suppressors to be attached to it. Though a rather aesthetically pleasing sub machine gun, Bullpup sub machine guns are rather rare as the design takes a type of weapon that is usually small (Sub Machine Guns), and attempts to make the concept even smaller using a Bullpup design which tends to result in design problems that are both hard to work around & resolve. So, as it stands currently, it's hard to say what the future has in store for the Venezuelan Caribe. So if the gun was to be added to the game, what playstyle would the gun favor, and most importantly where exactly would it stand when compared to the other SMGs? ---- Section 2 - Favored Playstyle & Stat Comparisons In terms of playstyle, the Caribe should favor both the highly aggressive attackers and defensive attackers that are experienced SMG users at very close to close range engagements. While the gun should boast both a high automatic fire rate and near laser beam like accurate semi-automatic fire mode because of it being a 9mm Bullpup. It should come at the cost of the weapon lacking in the full auto precision department, having a slower reload speed for being a bullpup, and most importantly lack the ability to attach any grips/bipods (because of the weapon's design.) The "experienced" aspect of all this comes from players just generally knowing when it's time to switch to semi-automatic fire mode, when to fire in short, controlled bursts of full auto fire, and when to slam that trigger back to let rip a storm of lead. All three of which is only obtained through...well, time. Now, lets move on to comparing possible stats of the Caribe vs. other SMGs in the game and of course any gun with (S) in it's name is a suggested gun I've suggested and it's not actually in the game itself. Like always the color coding works as shown below. Green - The gun is better compared to this weapon's stats on the list. Yellow - The gun is equal or competitive compared to this weapon's stats on the list. Red - The gun is worse compared to this weapon's stats on the list. Please note: I cannot test these stats to confirm balance, so think of these as more of a proposed starting place for testing on the PTE, and I'm comparing the stats of the weapons from a stock design against another stock design without taking customization into consideration. This is primarily to help keep the post small and avoid making a massive amount of variables to take into consideration. Caribe proposed and compared stats. Caribe Effective ranges: 35m (28 damage.) Damage decreases at 36m - 135m (27 damage) SIG: 60m (28 damage.) Damage decreases at 61m - 135m (27 damage) DMG Nine-Milli: 45m (26 damage.) Damage decreases at 46m - 135m (15 damage) Glauberyt: 60m (33 damage.) Damage decreases at 61m - 135m (25 damage) VITYAZ: 60m (29 damage.) Damage decreases at 61m - 135m (20 damage) (S) APC45: 50m (36 damage.) Damage decreases at 51m - 135m (22 damage) (S) SCAR-SC: 30m (36 damage.) Damage decreases at 31m - 135m (24 damage) Caribe Weight: 7.43 SIG: 6.5 DMG Nine-Milli: 3.45 Glauberyt: 4.2 VITYAZ: 5.4 (S) APC45: 6.5 (S) SCAR-SC: 8.95 Caribe Recoil: 0.35 SIG: 0.64 DMG Nine-Milli: 0.8 Glauberyt: 0.68 VITYAZ: 0.7 (S) APC45: 0.7 (S) SCAR-SC: 0.43 Caribe Spread: 0.58 SIG: 0.35 DMG Nine-Milli: 0.55 Glauberyt: 0.54 VITYAZ: 0.4 (S) APC45: 0.3 (S) SCAR-SC: 0.6 Caribe Reload time: 4.5 Seconds SIG: 4.3 Seconds DMG Nine-Milli: 3.1 Seconds Glauberyt: 3.1 Seconds VITYAZ: 2.8 Seconds (S) APC45: 4.6 Seconds (S) SCAR-SC: 4.0 Seconds Caribe Rate of Fire: 1000 RPMs SIG: 770 RPMs DMG Nine-Milli: 780 RPMs Glauberyt: 650 RPMs VITYAZ: 700 RPMs (S) APC45: 800 RPMs (S) SCAR-SC: 580 RPMs Caribe Caliber: 9x19mm Parabellum SIG: 9x19mm Parabellum DMG Nine-Milli: 5.7x28mm Glauberyt: 9x18mm Makarov VITYAZ: 9x19mm Parabellum (S) APC45: .45 ACP (S) SCAR-SC: .300 BLK Caribe Muzzle Velocity: 450 m/s SIG: 425 m/s DMG Nine-Milli: 525 m/s Glauberyt: 360 m/s VITYAZ: 380 m/s (S) APC45: 330 m/s (S) SCAR-SC: 675 m/s Caribe Bullets to Kill: HDPE: 6 / PTLN: 7 / Cer: 11 / STL: 15 SIG: HDPE: 6 / PTLN: 7 / Cer: 11 / STL: 15 DMG Nine-Milli: HDPE: 5 / PTLN: 6 / Cer: 8 / STL: 10 Glauberyt: HDPE: 6 / PTLN: 7 / Cer: 10 / STL: 14 VITYAZ: HDPE: 6 / PTLN: 7 / Cer: 11 / STL: 15 (S) APC45: HDPE: 4 / PTLN: 5 / Cer: 13 / STL: 17 (S) SCAR-SC: HDPE: 4 / PTLN: 5 / Cer: 6 / STL: 8 With this out of the way we move on to special features. ---- Section 3 - Special Features No Lower Options - Self explained in the name, the Caribe clearly was not designed in mind of People being able to add different frontal grips to the gun, if it actually was...I don't see it. So, I would suggest the following in exchange- Caribe Unique "Grip" - Have the Caribe's "grip" reduce horizontal recoil on it's own behind the scenes sort of speak. Reduced First Shot Recoil - Again like I stated up top way prior to this; the Caribe should have a very accurate semi-automatic fire mode because the gun is both a Bullpup and a 9mm gun. No 60 Round Magazine - To keep the Caribe from stepping on the toes of both the DMG Nine-Millie & VITYAZ, the Caribe should only have access to 20 & 30 round Magazines. It makes it a little more like the "bog standard SMG." But, with a 1000 RPMs, a 60 round Drum is just asking for the magazine to become a no Brainer choice. No Long Barrel - To keep the Caribe in that close-medium range engagement zones, I would completely forego adding a Long Barrel option. Short barrel stock for the most effective CQC option and Medium barrel for getting a bit more reach. ---- Section 4 - Customization Now this part will be rather quick since I don't plan to go over stats or anything like that. Just a quick mention of what customization options the Caribe should and should not have access to in my opinion, Primary Sights All Sights optional Secondary Sights All Sights optional Barrels Medium Barrel Short Barrel Muzzles All Muzzles optional Lower None Side All side mounts optional Magazines 20 Round Magazine 30 Round Magazine Ammunition All (Gun) Ammunition Types optional As for bodyparts, the gun is a Prototype currently, so no aftermarket parts I'm afraid. And with that we bring this post to an end. I hope everyone likes the idea of the Caribe, or at the very least the general concept of it. I know Asia is where the Theater of War is expanding into next. But, I wanted to suggest something nobody else had before and it be something from South America where we tend to rarely see weapons from (not saying we don't EVER see weapons from South America, just saying that we rarely tend to.) The hour grows late though and I still have to get my metaphorical ducks in order for the WW3 Meta Game suggestion series. Till the next suggestion post however... Have a good one folks!
  14. Hey Folks Time for the start of round of 2 of "Vehicles that could enhance WW3" and this time around for the AFVs I will be covering the BMD-4. Now, before I get really deep into this, I would to cover something real quick I suspect I will probably be asked and that is- Why not cover the Kurganets-25 instead of the BMD-4? It fits the AFV bill better than the BMD-4. The reason is very simple. Much like the Leclerc MBT I had covered in round 1 of "Vehicles that could enhance WW3". I suspect the Kurganets-25 is a Vehicle that we are very likely to see added to the game at some point. I usually don't cover things that I suspect are already on their way, unless I have a particular reason to cover it like I did with the Leclerc. I will likely cover the Kurganets-25 later on in round 3. But, for now, I really wanted to find something that brings something really different to the table and the BMD-4 brings a lot of differences with it. On top of this, I have another suggestion post coming up as well that will have some connection to the BMD-4... If you wish to read other Suggestion posts I have made, click the link below. Otherwise, lets get started with the BMD-4. ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - BMD-4 - Real life information about the BMD-4. Section 2 - Differing the BMD-4 from other AFVs - Suggestions to differ the BMD-4 from other AFVs. Section 3 - BMD-4 Stats & Comparisons - Suggested Stock Stats for the BMD-4 and comparisons. Section 4 - BMD-4 Customization - Customization Options for the BMD-4. Section 5 - 30mm/100mm Sinitsa Turret Customization & Features - Customization Options & features for the BMD-4s stock Turret ---- Section 1 - BMD-4 Introduction & Demonstration Videos of the BMD-4. BMD-4 - Matsimus Extra Information sources. BMD-4 - Military Today BMD-4 - Wiki In the Cold War Era the Soviet Union had the largest amount of Airborne forces in the world and they needed a Vehicle that could transport those Airborne Troops once they were on the ground. They needed something that was both light enough to be airdropped onto the battlefield and amphibious to cross any potential bodies of water. In 1969, the first BMDs would enter service with Soviet Airborne Troops, bringing with it many innovations that made it a rather unique Vehicle for the time. Fast forward to 2005, the fourth generation of BMDs would enter service with the Russian Military with the BMD-4. Today the BMD-4 serves as the most heavily armed vehicle in the world in it's class, featuring a 100mm gun, 30mm coaxial cannon, 7.62 coaxial machine gun, and can have a 9k113 Konkurs anti-tank guided missile mounted on the Vehicle's hull along with other weaponry. On top of this, the Vehicle's 100mm/30mm weaponry can even be elevated to a point to engage low flying, slow moving Aircraft even while traversing water. Currently BMD-4s are in low production, primarily because BMD-3s are being upgraded into BMD-4s. But, even BMD-4s are being upgraded. In 2008, the BMD-4M was revealed by Kurganmashzavod and in 2017 the new BMD-4M Sinitsa was unveiled with it's modernized Sinitsa turret that adds a top-mounted panoramic sight with a thermal imaging channel. So, if the BMD-4 was added to the game, how could it differ itself from the other AFVs beyond it's stats? ---- Section 2 - Differing the BMD-4 from other AFVs Much like with my previous posts, in order for the BMD-4 to really differ itself from other AFVs it would need some unique passive abilities. Luckily the BMD-4 features a Autoloader system which I've already covered before. But, it also features the ability for the Commander to take control of the main armaments of the Vehicle. However, because of how things work in WW3, I've made a slight modification to that Commander ability I'm calling "Primary Weapon Remote Override" which (in my personal 2 cents) isn't an overly uncharacteristic change of the real life Vehicle. BMD-4 Autoloader System- Increases the reload speed of current selected ammunition by half while decreasing the AFV's ammunition change speed by half as well. BMD-4 Primary Weapon Remote Override - When both the Gun & Commander Optics are destroyed, the RCWS seat is able to fire the Primary & Secondary weapons of the BMD-4 while using the RCWS sights (If a RCWS is equipped.) Once the Gun or Commander Optics are repaired or the RCWS is disabled, will the RCWS seat lose access to the Primary & Secondary weapons of the BMD-4. ---- Section 3 - BMD-4 Stats & Comparisons Because Vehicle stats are a little more tricky to handle than gun stats, I've covered only the stats I felt I could comfortably attempt to offer some sort of balance suggestion to. Yes that means there are stats that I'm leaving off the list purely because I wasn't sure how to approach them exactly and I felt it was better to just leave them in the hands of the Developers to figure out the best path. The stats I have left off the list are as followed. Mobility - Pivot Speed Mobility - Acceleration Main Armament - Armor Thickness Main Armament - Burst Damage Main Armament - Damage per minute As for the stats I did cover, the old rules still apply only in this case I'm comparing a stock Vehicle vs. another stock Vehicle to avoid making an even larger wall of text. Down below you can see the color code I will be using. Green - The Vehicle is better compared to this Vehicle in this particular stat. Yellow - The Vehicle is equal or competitive compared to this Vehicle in this particular stat. Red - The Vehicle is worse compared to this Vehicle in this particular stat. (S) - Anything with a (S) before it's name is something I have suggested, but is NOT in the game currently. Please note: I cannot test these stats to confirm balance, so think of these as more of a proposed starting place for testing on the PTE. Basic Stats of the BMD-4 vs Ajax, Marder, Anders, & (S) CV90 BMD-4 HP: 840 Ajax HP: 850 Marder HP: 900 Anders HP: 1000 (S) CV90 HP: 870 BMD-4 Frontal Armor: 7 Ajax Frontal Armor: 5.4 Marder Frontal Armor: 5.71 Anders Frontal Armor: 6.35 (S) CV90 Frontal Armor: 6 BMD-4 Side Armor: 4.25 Ajax Side Armor: 4.72 Marder Side Armor: 5 Anders Side Armor: 5.56 (S) CV90 Side Armor: 4.72 BMD-4 Rear Armor: 2 Ajax Rear Armor: 2.22 Marder Rear Armor: 2.35 Anders Rear Armor: 2.61 (S) CV90 Rear Armor: 1.85 Mobility Performance of the BMD-4 vs Ajax, Marder, Anders, & (S) CV90 BMD-4 Top Speed: 43mph Ajax: 43 mph Marder: 47 mph Anders: 45 mph (S) CV90: 43 mph Main Armament of the BMD-4 vs Ajax, Marder, Anders, & (S) CV90 30mm/100mm Sinitsa BP Cost: 1600 Ajax 40mm CTAT BP Cost: 200 Marder 30mm HFLT BP Cost: 0 Anders 30mm HFLT BP Cost: 0 (S) CV90 40mm B.A BP Cost: 200 30mm/100mm Sinitsa Weight: 1,350.0 Ajax 40mm CTAT Weight: 1,000.0 Marder 30mm HFLT Weight: 500.0 Anders 30mm HFLT Weight: 500.0 (S) CV90 40mm B.A Weight: 1,150.0 30mm/100mm Sinitsa Clip Size: 10 / 1 Ajax 40mm CTAT Clip Size: 10 / 0 Marder 30mm HFLT Clip Size: 10 / 0 Anders 30mm HFLT Clip Size: 10 / 0 (S) CV90 40mm B.A Clip Size: 16 / 0 30mm/100mm Sinitsa Reload Speed: 3 / 5 Seconds Ajax 40mm CTAT Reload Speed: 3 Seconds / 0 Marder 30mm HFLT Reload Speed: 5 Seconds / 0 Anders 30mm HFLT Reload Speed: 5 Seconds / 0 (S) CV90 40mm B.A Reload Speed: 5 Seconds / 0 30mm/100mm Sinitsa RPM: 200 / 10 Ajax 40mm CTAT RPM: 100 / 0 Marder 30mm HFLT RPM: 150 / 0 Anders 30mm HFLT RPM: 150 / 0 (S) CV90 40mm B.A RPM: 200 / 0 30mm/100mm Bakhcha-U Rotation Speed: 4 Ajax 40mm CTAT Rotation Speed: 7 Marder 30mm HFLT Rotation Speed: 7 Anders 30mm HFLT Rotation Speed: 7 (S) CV90 40mm B.A Rotation Speed: 5 30mm/100mm Sinitsa Smoke Grenades: Yes Ajax 40mm CTAT Smoke Grenades: Yes Marder 30mm HFLT Smoke Grenades: Yes Anders 30mm HFLT Smoke Grenades: Yes (S) CV90 40mm B.A Smoke Grenades: Yes 30mm/100mm Sinitsa RCWS Optional: Yes Ajax 40mm CTAT RCWS Optional: Yes Marder 30mm RCWS Optional: Yes Anders 30mm RCWS Optional: Yes (S) CV90 40mm B.A RCWS Optional: Yes 30mm/100mm Sinitsa Coaxial MG: Yes Ajax 40mm CTAT Coaxial MG: Yes Marder 30mm HFLT Coaxial MG: Yes Anders 30mm HFLT Coaxial MG: Yes (S) CV90 40mm B.A Coaxial MG: Yes ---- Section 4 - BMD-4 Customization Much like with the Gun posts, this section will go on by quickly since I don't plan to cover the actual stats. Mostly because there are little to no stats to work with beyond weight, so just like those stats I skipped above, I leave that all to the Developers to figure out. Turrets All IFV/AFV Turrets optional. RCWS Turret All RCWS Turrets optional. Chassis Armor Basic Armor - Self Explained RPG Nets - Self Explained Hull Plates & Skirts - Adds an additional layer of passive armor to the sides of the Vehicle. Kurgan Hull - Special lightweight armor that is more durable without adding a lot of weight. Active Armor All Active Armors optional. Grenades All Grenades optional. Observation All Observation sights optional. ---- Section 5 - 30mm/100mm Sinitsa Turret Customization & Features Normally I would be wrapping up the post after the customization section. However, because this Sinitsa turret is so unique compared to other turrets that are currently in the game. I wanted to give it, it's very own spot light of mention that way People can get deeper details on what I think it should have, and how I think it can be balanced out. 30mm Cannon & 100mm Gun - The Turret should have both of these in one turret naturally along with it's Coaxial Machine Gun. 60 degree Gun Elevation - The 30mm/100mm guns should be able to be aimed up to a 60 degree angle, allowing the Turret to engage low flying air based strikes. With that out of the way, lets begin to tame the beast a bit. One type of Ammunition for each Primary Gun - If the Turret was able to bring 2 types of Ammunition for both guns for a total of 4 different types of ammo. That would be a pretty overpowered turret and make it a very obvious choice to take during gameplay. So, I would suggest limiting the 30mm & 100mm guns by only being able to bring one type of Ammunition for each of them. 1600 BP Cost - I know I already stated this above in Section 3, but I wanted to bring this up in the event that someone thinks 1600 is a steep cost. Yes, it is a very steep cost. But, look at it this way; For a 1600 BP cost increase on the Vehicle, you will be able to field a Vehicle with a turret that has a 100mm gun, 30mm coaxial cannon, coaxial machine gun, can have a RCWS mounted on it, and can have the primary weapons elevated into the air at a 60 degree angle to double as a Anti-Air Vehicle. I think that is a pretty fair price for so much firepower and versatility. Hell, one could even argue that maybe 1600 is still too cheap. High Turret weight - By making the Turret Heavier it can ultimately make the Vehicle a bit slower, so players using Sinitsa turret will need to play a bit more cautiously when engaging enemy targets as it makes them slower. This brings us to the next side effect of increased weight- Slow Turret Rotation Speed - By making the Turret heavier, the Turret would ideally have a slower rotation speed as well. This will force players to play a little bit more defensively rather than rushing around recklessly, especially since the BDM-4 has fairly weak armor on it's sides & rear compared to other AFVs. ---- And with all that out of the way we bring this post to an end. I hope everyone likes the BMD-4 or at least the general concept of it even if not exactly how I suggested it. I know, I should have covered the Kurganets-25 instead. But, the BMD-4 was just waaay too cool to ignore and again I already suspect the Kurganets-25 is something the Devs are considering adding (It's a gut feeling kind of thing, no evidence to support it beyond maybe pointing at the 30mm ERA Light turret which both the Kurganets-25 & Bumerang use.) With the BMD-4 being the world's most heavily armed Vehicle, that turret was just waaay too tempting to ignore, and ultimately fills the one major goal I always seek with these kinds of posts; something that brings something different to the game than what we already have. The BMD-4 fits that bill like a glove. But, till the next suggestion post comes around... Have a good one folks!
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